We set out with a singular goal: bring the Steam experience, in its entirety, into the living-room. We knew how to build the user interface, we knew how to build a machine, and even an operating system. But that still left input - our biggest missing link. We realized early on that our goals required a new kind of input technology - one that could bridge the gap from the desk to the living room without compromises. So we spent a year experimenting with new approaches to input and we now believe we've arrived at something worth sharing and testing with you.

Where Microsoft and Sony show zero innovation with the Xbox One and the PS4, Valve is the one pushing limits. Their controller is quite, quite unique, and has a whole different approach than what we've seen before - instead of two inaccurate joysticks, it has two super-precise touchpads with advanced haptic feedback and the ability for both absolute and relative positioning. Go read the description - a summary won't do it justice. And, as always: hackable. Yes, even the controller is open and hackable. Wow.

They're on the right track here. If I were Microsoft or Sony, I'd start getting worried.

Ars has more specifics about the haptic feedback techniques being built in to provide feedback for your thumbs.

Also, the clicking the trackpads might be mechanical in nature - Ars says each pad is also 8 buttons. If they weren't mechanical, then there could be an arbitrary number of buttons if the developer so desired.

Also, the clicking the trackpads might be mechanical in nature - Ars says each pad is also 8 buttons. If they weren't mechanical, then there could be an arbitrary number of buttons if the developer so desired.

somehow it remindes me of the clickpads ti uses on their nspire calculators
they are utter garbage...

I actually registered here just to comment on your posts regarding the controller.

For one thing - it amazes me just how firm and certain your thinking is, and you have absolutely zero evidence of any sort whatsoever to support these certainties.

What makes you certain that the pads don't return to a neutral position simply by removing your finger(s)?

What makes you certain that the contours of the pads aren't designed to provide your fingers with acceptable or excellent feedback regarding relative position?

What makes you certain that there's no way to press the buttons on the pads without lifting your finger(s)?

How in the world can you eyeball a prototype, cgi depiction of this controller, and then decide: "The buttons don't look terribly responsive"?

Hahaheh, yeah man - I'm with you... just look at those buttons... _clearly_ they're not all that responsive... if you peer at the computer generated prototype beta images closely enough, you can _just_about_ see the obvious flaw in the electro-capacitators and force-feedback gyros - that's _definitely_ going to hinder button-response times.

From the release: "Built with high-precision input technologies and focused on low-latency performance" ... except well, for the buttons... they forgot about the buttons.